Hey.
I have the Quake guns animated with bones, im not sure how those work but, do you think you could add them if i sent the files? (You can call them like Gothic Boomstick or Gritty LightningGun, seeing that there's lots of other game's guns renamed, like the GES BioRifle (Named as BioGun) or the PowerHammer (which is clearly a nod to the Impact Hammer).
Also, nice mod btw, nice sounds, effects and models.

Hello! I'm sorry if I missed this if it was mentioned - and I'm not sure if I'm the only one getting this issue - but every time I set Toggle HUD Icons to 'Disabled' in the TechGuns inventory tab, it resets to 'Enabled' on game restart. May I request a fix for this functionality please? Thanks for your time!

Hello! I'm sorry if I missed this if it was mentioned - and I'm not sure if I'm the only one getting this issue - but every time I set Toggle HUD Icons to 'Disabled' in the TechGuns inventory tab, it resets to 'Enabled' on game restart. May I request a fix for this functionality please? Thanks for your time!

Will this mod ever be compatible with custom NPCs? I love making maps for myself just for fun, and I usually use custom NPCs. I can put the armor on them but the gun turns backwards and their arms stick out of the armor. I'm not complaining, I just want to know if you'll make it compatible.

Hi i have found a texture glitch with some of the block textures, where they vanish from fin air, but the block is still present. This usually happens when i am close to those textures, for example the container blocks, or when opening techguns doors then all connected textures of techguns vanish. The textures do come back though.

I don't know if custom NPCs has an API or something, but in the end the compatibility must be mostly on the custom NPC side. I can't change the AI or the rendering of another mod depending on items, the other mod would need to support techguns. Even if the gun positition would be right the npcs will not be able to shoot it, because NPCs don't use the items like players do. Support would only be possible on the custom NPC mod side, but it seems it's closed source so I can't to anything. Techguns is closed source too (but I want to put in on github in the future).

Hi i have found a texture glitch with some of the block textures, where they vanish from fin air, but the block is still present. This usually happens when i am close to those textures, for example the container blocks, or when opening techguns doors then all connected textures of techguns vanish. The textures do come back though.

P.S love the mod!

The only bug I know of in this context is multiblocks after forming/breaking (placing a block in the chunk causes a rerender and everything is ok afterwards), I think I have fixed this mostyl, but sometimes it still doesn't work. But with container blocks or doors I have never experienced something like that.

Of course it can be extended more, but with only 2 people working on it we can't do everything ;-). Yes you may suggest things, but the obvious ones I have already though of myself. (Railgun, Nano Suit, any realistic gun, any gun from another game, ...)

That's what I mean, I'm just looking for a fix to the armor and the guns. NPCs don't shoot, that's why you make them shoot a button or something with custom sounds. But either way they'd be holding the gun but not actually shooting it.

That's what I mean, I'm just looking for a fix to the armor and the guns. NPCs don't shoot, that's why you make them shoot a button or something with custom sounds. But either way they'd be holding the gun but not actually shooting it.

Considering that this mod already adds npc's, it would be better to use flans mod with custom npc's. Monorisu films added a few videos on youtube about how to make those npc's to use guns (if you didnt know that already). I know this mod adds better animations then flans mod, but this mod sort of screws over other mods' npc's that aren't programmed to use them.

Of course it can be extended more, but with only 2 people working on it we can't do everything ;-). Yes you may suggest things, but the obvious ones I have already though of myself. (Railgun, Nano Suit, any realistic gun, any gun from another game, ...)

Well thanks! I just hope that this isn't too big.
All i want is sortof a faction system (sorry if it already was suggested or already considered). This is basically just that every mob spawns with a different faction integer (out of 5 for example). Mobs spawning in groups would have the same faction number. If mobs from one faction where to come across mobs from a different faction, they would instantly start firing at each other (sortof like the long dead humans+ mod). Other then this, a way for the player to join a faction, so that all of the mobs related to that faction become friendly, is for the player to wave a white flag at the target faction (crafted item), that would cause them to cease fire for a few seconds and for the player to be able to interact with them.

If this doesnt work, at least a way of converting npc's to your side and allow for some awesome npc vs npc action would be nice.
I hope this sounds at least interesting

Considering that this mod already adds npc's, it would be better to use flans mod with custom npc's. Monorisu films added a few videos on youtube about how to make those npc's to use guns (if you didnt know that already). I know this mod adds better animations then flans mod, but this mod sort of screws over other mods' npc's that aren't programmed to use them.

Well thanks! I just hope that this isn't too big.
All i want is sortof a faction system (sorry if it already was suggested or already considered). This is basically just that every mob spawns with a different faction integer (out of 5 for example). Mobs spawning in groups would have the same faction number. If mobs from one faction where to come across mobs from a different faction, they would instantly start firing at each other (sortof like the long dead humans+ mod). Other then this, a way for the player to join a faction, so that all of the mobs related to that faction become friendly, is for the player to wave a white flag at the target faction (crafted item), that would cause them to cease fire for a few seconds and for the player to be able to interact with them.

If this doesnt work, at least a way of converting npc's to your side and allow for some awesome npc vs npc action would be nice.
I hope this sounds at least interesting

1)Yes, thats not possible. For shooting the NPC needs to support the gun. It doesn't work the other way round. The bow-animation thing may be fixable, but I'm not sure. The gun shooting for NPC is completely different from players. Guns have a fireWeaponFromNPC method that is used by AIPackages, while players shoot in tick handlers. To make techguns compatible with CustomNPCs, it would be necessary to add a special NPC-Type that calls those methods needed.

2)Factions are already partially there, but not really in use. All NPCs have the faction "HOSTILE". The first thing I wanted to do is to give the Army soldiers an own faction so they attack the hostile mobs. For the next version I added support for FTBUtilities Friends system, so turrets will be able to attack non-friendly players, and machines have security settings (public, friends, private). If no FTBUtilities is present, all players will be treated as friends, so no pvp for turrets, the friends setting will be like public then.
I don't want to give random spawning NPCs different factions because this would turn out as massacre. But NPC-types that spawn in special world gen structures, like military camps, might get different factions. Bandit camps should also exist in the future.

Another interesting thing would be to be able to hire an mercenary NPC, that you can give Equipment and order to defend your base, but let's see how complicated that is. I think I would need to turn friendly fire off, because they would all accidentally attack each other. When the zombie soliders hat their revengeAI activated, they started killing each other very soon ;-).

put two steel ingots in the metal press. If you don't have other tech mods that can create steel, enable steel in the techguns config file. Copper/Tin/Lead world generation can also be enabled in the config file. All recipes, including machines should be visible with NEI (not enough items) mod. Some machine recipes have auto-configuration, so they need fuel or oil, but if that is not present (no Buildcraft installed) they will all use Water or Lava as fallback.

If you have Thermal Expansion (and the submods, like Foundation) you have all ores besides steel.

If you have Mekanism you have everything but lead. You might not have steel nuggets, which can be enabled in the config seperately.